/Engine/Source/Runtime/Engine/Public/LightMap.h
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.
static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FLightMap2D](API\Runtime\Engine\FLightMap2D) > AllocateInstancedLightMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) >> SourceQuantizedData, [TArray](API\Runtime\Core\Containers\TArray)< [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) >>> && InstancedShadowMapData, [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) MapBuildDataId, const FBoxSphereBounds & Bounds, ELightMapPaddingType InPaddingType, ELightMapFlags LightmapFlags )